Dot Conquest

Unit counter chart: who beats whom in Dot Conquest

The five kinds of dot side by side: their health, damage and speed, which kinds each one beats and loses to, and how to use the matchups in a fight.Updated 13 October 2026

Dot Conquest has five kinds of dot, and none of them is best. Each one beats some kinds and loses to others, so the question in every fight is not only "who has more?" but "who has the right ones?". This page puts every number and matchup in one place, read from the game's own rules.

The matchups

Down the side: the dot that attacks. Along the top: the dot it meets.
AttackerLightHeavyScoutSiegeMedic
LightEvenWeakStrongStrongEven
HeavyStrongEvenWeakWeakEven
ScoutWeakWeakEvenStrongWeak
SiegeWeakStrongWeakWeakWeak
MedicNo attackNo attackNo attackNo attackNo attack

Read each row as "when this dot attacks that one". Strong means it does extra damage; weak means it does less. A matchup that is strong one way is usually weak the other way round, but not always: read both rows.

The five kinds

The five kinds of dot, from the game's reference
DotHPDamageSpeedStrong againstWeak against
Light10310Scout, SiegeHeavy
Heavy2565LightScout, Siege
Scout6114SiegeLight, Heavy, Medic
Siege1524HeavyLight, Scout, Siege, Medic
Medic808Does not fightDoes not fight

And each in the game's own words:

Where your dots come from

You do not choose which kind a city makes. Each city makes mostly Lights, with the others mixed in at a set rhythm:

So an army is always mostly Lights, and the other kinds are a seasoning. Doctrines and cards change the mix: Iron Legion and Shieldbearers add Heavies, Field Hospitals and Field Medics add Medics, Siege Doctrine and Siege Train add Sieges. See every Doctrine explained.

Using the chart in a fight

Send the right group, not the biggest. If a rival's army is heavy with Heavies, a group with Sieges in it does far better than a bigger group of Lights. If he has a lot of Sieges, your Lights and Scouts eat them.

Look before you send. There is no fog of war: you can see what is in every rival group before you fight it. Zoom in and look at the mix.

Fight on the right ground. The ground multiplies the matchup. A dot standing in a forest takes less damage; one in a river takes more. See the terrain guide.

Mind the abilities. Three kinds act by themselves when their moment comes: the Siege shells a crowd, the Medic heals in a burst, the Heavy charges a nearby enemy. See the three abilities.

Bigger, tougher dots

A dot that fights and lives gets better:

A group of veterans can beat a bigger group of fresh dots, which is a good reason to fall back with a hurt group instead of losing it. More in veterans and city levels.

Where to go next

Try it in the browser, free

The full game runs in a desktop browser, with nothing to install.

Play Dot Conquest

Numbers on this page are read from the game's own rules (game commit a751efd7), so they change when the game does.